Two decades after the original Ōkami graced our screens, the revered deity Amaterasu, the embodiment of all that is good and the mother of us all, is poised for a glorious return. Announced at last year's Game Awards, a sequel to the beloved Ōkami is now in development. Hideki Kamiya, having recently parted ways with Platinum Games, has established his new studio, Clovers, and is steering the directorial ship. This venture has the full support of Capcom, the IP owner and publisher, as well as Machine Head Works, a studio filled with Capcom veterans who have contributed to titles like the Ōkami HD remake. The team is a dream ensemble of both new talent and seasoned developers from the original Ōkami, all dedicated to realizing a vision that has long been cherished.
While the teaser trailer has stirred emotions and showcased the names behind the project, concrete details about the sequel remain scarce. Is it a direct continuation, or something different? Who initiated this project, and how did it come to fruition after such a long hiatus? Was the wolf in the trailer truly Amaterasu, or a mere lookalike? To shed light on these questions, IGN had the privilege of visiting Hideki Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata at their Osaka base. In an extensive two-hour interview, we delved into the intricacies of Ōkami, the sequel, their collaborative efforts, and the ethos of their respective studios.
IGN: Kamiya-san, you've discussed your departure from PlatinumGames, citing a divergence in direction from your personal beliefs as a developer. You aimed to create games that only you could make. What core beliefs guide your game development, and how do these shape Clovers' direction?
Hideki Kamiya: The decision to leave PlatinumGames in September 2023 was challenging. I felt the company was moving in a direction that didn't align with my vision for game development. While I can't delve into specifics, the essence of a game is profoundly influenced by the personality of its creators. This was a key factor in my decision to seek a new path. After leaving Platinum, I founded Clovers, not as a premeditated plan, but as a natural progression of conversations with like-minded individuals. My goal was to establish an environment where I could realize my vision for game development.
What defines a Hideki Kamiya game? How would someone recognize your touch in a game without knowing you were involved?
Kamiya: A 'Hideki Kamiya game' doesn't need to be explicitly labeled as such. My focus is on crafting unique experiences that players haven't encountered before. It's about delivering a distinctive way of enjoying the game, which is central to my development process.
What's the connection between Clovers and Clover Studio, if any? Does the clover plant hold a special significance for you?
Kamiya: The name Clovers is a continuation of my pride in Clover Studio, where I was part of Capcom's fourth development division. The clover leaf, with its four leaves, symbolizes this division. Additionally, the name 'C-lover' reflects our love for creativity, which is core to Clovers' ethos.
Given Capcom's heavy involvement, did you envision a close relationship with them even before Ōkami came into the picture when you started Clovers?
Yoshiaki Hirabayashi: From Capcom's perspective, we've always wanted to continue the Ōkami story. When Kamiya left PlatinumGames, it sparked discussions about this project. The opportunity to work with key people like Kamiya was something we were keen to seize.
Can you share the story behind the sequel? Why Ōkami, and why now? Who initiated this project?
Hirabayashi: Capcom has been looking for the right moment to revive Ōkami. The stars aligned when Kamiya left PlatinumGames, providing the perfect opportunity to move forward.
Kamiya: I've always wanted to complete the Ōkami story. Discussions with friends like Takeuchi during my time at Platinum kept the dream alive. Now, with Clovers, I can finally bring this vision to life.
Kiyohiko Sakata: For us at Clover Studio, Ōkami was a cherished IP. This project feels like the perfect timing to continue its legacy.
Can you introduce Machine Head Works and explain its role in the Ōkami sequel?
Sakata: Machine Head Works is a recently established company with roots in Capcom's fourth division. We're working closely with Capcom and Clovers, serving as a bridge between them. Our experience with Capcom's RE Engine and our involvement with Ōkami's previous iterations make us well-suited to support this project.
Hirabayashi: Machine Head Works also assisted with the PS4, Xbox One, and Switch ports of Ōkami, as well as more recent titles like Resident Evil 3 and 4, showcasing their expertise with the RE Engine.
Why choose the RE Engine for the Ōkami sequel? What specific advantages does it offer?
Hirabayashi: While we can't go into detail yet, the RE Engine is crucial for realizing Kamiya-san's artistic vision for this project.
Kamiya: The RE Engine is renowned for its expressive capabilities, which we believe will meet the high expectations of Ōkami fans.
Given Ōkami's commercial performance at launch, why has it remained so special to Capcom, and why pursue a sequel now?
Hirabayashi: Ōkami has a dedicated fanbase within Capcom's community. Despite its initial sales, it has continued to sell steadily over the years. This sustained interest is what makes Ōkami unique and worth continuing.
Kamiya: Initially, we weren't sure how widely Ōkami would reach players. But over time, the positive feedback and the fans' continued support have shown us just how much the game is loved. The reaction at The Game Awards and on social media reaffirmed our decision to move forward with the sequel.
Have you assembled a dream team for the sequel? Are there plans to involve other former Clover members?
Kamiya: We have several original Ōkami team members contributing through Machine Head Works. The current team is even more skilled than before, thanks to the addition of talented individuals who have left PlatinumGames.
Kamiya-san, you've mentioned wishing for a stronger team for the first Ōkami. Have you addressed this for the sequel?
Kamiya: Yes, we've gathered a stronger team this time around. While there are no guarantees in development, I believe we have a higher chance of success with our current lineup.
Hirabayashi: There are three different routes to enter this project, offering flexibility in our approach.
Did any of you replay the first Ōkami around the announcement of the sequel?
Hirabayashi: I haven't had time to replay it, but I reviewed the DVD that came with the artbooks, which included cut content.
Kamiya: I was unaware of that DVD.
Sakata: My daughter recently played the Switch version. Despite its older format, Ōkami's guidance system helped her navigate the game easily.
Hirabayashi: My daughter also enjoyed the Switch version, seeing it as a beautiful and inspiring game, which resonated with me.
Looking back on the original Ōkami, what are you most proud of, and what do you want to replicate in the sequel?
Kamiya: My hometown in Nagano Prefecture inspired the original game. The sequel is driven by the same spirit, aiming to convey the beauty of nature and the complexities of the story to a wide audience.
Can you share any insights on how game development and technology have evolved since the first Ōkami, and how this will influence the sequel?
Sakata: The original Ōkami aimed for a soft, hand-drawn style, which was challenging with the PS2's hardware. Today's technology, including the RE Engine, allows us to achieve the visual goals we couldn't reach back then.
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What are your thoughts on the Nintendo Switch 2?
Hirabayashi: We can't comment on that from Capcom's side. Any information would come from Nintendo.
Kamiya: Personally, I'd love to see the Virtual Console rebooted.
Can you discuss any major themes or stories from the first Ōkami that you want to explore further in the sequel?
Kamiya: I have a clear vision for the sequel's theme and story, which has been developing for years. It's something I'm eager to bring to life.
Hirabayashi: The sequel will continue the story from the original game.
Kamiya: We're not here to create an exact copy of what fans want, but to deliver an enjoyable experience that meets their expectations.
Can you confirm that the wolf in the Game Awards trailer is Amaterasu?
Kamiya: I wonder.
Hirabayashi: Yes, it is Amaterasu.
How do you view Ōkamiden, and will it be acknowledged in the sequel?
Hirabayashi: We recognize the fans of Ōkamiden and their feedback. The sequel will focus on continuing the story from the original Ōkami.
How will you approach the control system for the sequel, considering the original's dated controls?
Kamiya: We're still in the early stages, but we'll consider modern standards while respecting the original game's controls. Our goal is to enhance the play feel for today's audience.
The sequel is very early in development. Why announce it so early at the Game Awards?
Hirabayashi: We were excited and wanted to share our commitment to making this game a reality.
Kamiya: Announcing it early was a relief; it turned our dream into a promise to fans worldwide.
How do you plan to manage fan expectations during the development process?
Hirabayashi: We understand fans' eagerness, but we're committed to delivering a high-quality game. We won't rush the process but will work diligently to meet their expectations.
Sakata: We'll do our best to meet the fans' anticipation.
Kamiya: We'll keep working hard, and we ask for patience and support from our fans.
Was the Ōkami sequel teaser inspired by the video shown at the end of the original game?
Sakata: While not directly inspired, the similarities reflect our commitment to the original game's vision.
Hirabayashi: The trailer's background music was inspired by the original game, resonating with fans.
Kamiya: The song, composed by Rei Kondoh, embodies the original spirit and is a testament to his ongoing influence.
What inspires you currently? What other media do you enjoy?
Kamiya: I'm inspired by Takarazuka stage shows, particularly the Hana group. Their unique approach to stage settings and scene transitions influences my game design.
Sakata: I enjoy Gekidan Shiki and smaller stage performances. The live, realistic feel of these shows inspires me to create games that allow players to choose their experience.
Hirabayashi: I'm currently inspired by movies, particularly the latest Gundam film, Gundam GQuuuuuuX. The emotional depth and varied perspectives in the film resonate with me as a creator.
What does success for the Ōkami sequel look like to you?
Hirabayashi: Personally, success means exceeding fans' expectations and delivering a game they can truly enjoy.
Kamiya: Success for me is creating a game that I personally enjoy and can be proud of, aligning with the best scenario for fans.
Sakata: Success is when players, both seasoned and new, enjoy the game. From Machine Head Works' perspective, success is achieving the director's vision.
What are your long-term goals for your respective studios? Do you envision returning to Capcom or continuing to collaborate with them?
Sakata: In 10 years, I want Machine Head Works to continue creating games. As creators, Kamiya and I will likely keep working, but our goal is for the company to thrive.
Kamiya: Clovers' future involves gathering more like-minded individuals to collaborate on projects that align with our vision. It's not about specific games but about the people we work with.
Final messages to the fans:
Hirabayashi: Thank you for your support. We're working hard to bring Ōkami the sequel to life. Please be patient as we realize our dream.
Sakata: This project is driven by the love of the staff for the series. We're working tirelessly to meet your expectations. Thank you for your support.
Kamiya: This project is a personal dream, but it's the fans' cheers that have made it possible. Thank you for your support. We'll continue to treasure our collaboration with Capcom and Machine Head Works. Please look forward to the project.